using UnityEngine;
using Unity.Entities;

public class ShootLightAuthoring : MonoBehaviour
{
    public float time;
    public class Baker : Baker<ShootLightAuthoring>
    {
        public override void Bake(ShootLightAuthoring authoring)
        {
            Entity entity = GetEntity(TransformUsageFlags.Dynamic);
            AddComponent(entity, new ShootLight
            {
                time = authoring.time
            });
        }
    }
}

public struct ShootLight : IComponentData
{
    public float time;
}